Post by Frederic Bourgault-Christie on Mar 9, 2006 0:12:51 GMT -5
This is where Glenn can brainstorm! Directions:
*Determine your Race (Races are listed, in part, in Rifts, FB and CotG sections; in addition, any race can be converted or created): Races give starting Affinities, Attributes, Rank Boosts (that which are used to raise attributes) and Class Points
*Determine Traits (see the Traits thread: generally, things that set the person aside from others, such as unique genetic abilities, supersoldier training, insanities, behavioral quirks or defects, etc.) In your case, your Trait Points can add up to 5, instead of the normal 0. You automatically add Red Mage (10), Martial Artist (10), White Witch (5) and Paladin (5) because those are the Communal Classes.
*Determine Classes (a certain amount of Class Points from your race plus 70 from past experience since you are coming into a high power campaign; Classes are listed in both the Class List and Classes threads under Rules)
*Choose 10 trainers from the Old Guard (i.e. anyone from pretty much any continuity, from Worf to Raistlin to D'rrizt)
*From the trainers, classes, etc. determine your Skills and Merits (Merits are basically Feats, Skills are enumerated as %s), as well as Affinities (Ki, Magic, Psi, Tech)
*You are given 20 million GP (equivalent of 2 billion dollars) from Crashing Heavens funds to buy equipment, Rank Boosts/Class Points (100,000 per Rank Boost or Class Point), Affinities (100,000 per 10 points - this is explained in more detail in the rules section), etc.
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 2 Forbidden 2s from your unique ability set (Forbidden 2s are abilities the next exponential level up, abilities like Jin's Chronanova which uses raw speed to create an area of non-existence and launches it as a physical attack at foes), and 1 F2 from each trainer.
*See Group Resources and add what is listed there at the bottom
*Determine your Race (Races are listed, in part, in Rifts, FB and CotG sections; in addition, any race can be converted or created): Races give starting Affinities, Attributes, Rank Boosts (that which are used to raise attributes) and Class Points
*Determine Traits (see the Traits thread: generally, things that set the person aside from others, such as unique genetic abilities, supersoldier training, insanities, behavioral quirks or defects, etc.) In your case, your Trait Points can add up to 5, instead of the normal 0. You automatically add Red Mage (10), Martial Artist (10), White Witch (5) and Paladin (5) because those are the Communal Classes.
*Determine Classes (a certain amount of Class Points from your race plus 70 from past experience since you are coming into a high power campaign; Classes are listed in both the Class List and Classes threads under Rules)
*Choose 10 trainers from the Old Guard (i.e. anyone from pretty much any continuity, from Worf to Raistlin to D'rrizt)
*From the trainers, classes, etc. determine your Skills and Merits (Merits are basically Feats, Skills are enumerated as %s), as well as Affinities (Ki, Magic, Psi, Tech)
*You are given 20 million GP (equivalent of 2 billion dollars) from Crashing Heavens funds to buy equipment, Rank Boosts/Class Points (100,000 per Rank Boost or Class Point), Affinities (100,000 per 10 points - this is explained in more detail in the rules section), etc.
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 2 Forbidden 2s from your unique ability set (Forbidden 2s are abilities the next exponential level up, abilities like Jin's Chronanova which uses raw speed to create an area of non-existence and launches it as a physical attack at foes), and 1 F2 from each trainer.
*See Group Resources and add what is listed there at the bottom